Multi-resolution terrain rendering with GPU tessellation

Author:

Kang HyeongYeop,Jang Hanyoung,Cho Chang-Sik,Han JungHyun

Publisher

Springer Science and Business Media LLC

Subject

Computer Graphics and Computer-Aided Design,Computer Vision and Pattern Recognition,Software

Reference36 articles.

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3. Cantlay, I.: Directx 11 terrain tessellation. https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf (2011)

4. Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., Scopigno, R.: Bdam batched dynamic adaptive meshes for high performance terrain visualization. Comput. Graph. Forum 22(3), 505–514 (2003). doi: 10.1111/1467-8659.00698

5. Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., Scopigno, R.: Planet-sized batched dynamic adaptive meshes (p-bdam). In: Proceedings of the 14th IEEE Visualization 2003 (VIS’03), pp. 147–154. IEEE Computer Society, Washington, DC, USA (2003). doi: 10.1109/VISUAL.2003.1250366

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